977 lines
44 KiB
Plaintext
977 lines
44 KiB
Plaintext
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\ / \ / ____ \ ______|
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| ________ | ( {} ) | _____)
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/~~~~~~~~~~~ | | | | \____/ | |______ ~~~~~~~~~~~~~\
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| |~~~~~~~ / \ / \ / | ~~~~~~~~~| |
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| | Hogs of Entropy Text Files Present... | |
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| | "Rifts Character Selection Reference" | |
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| | By: Mogel | |
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\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Hi there Campers! This is a little character reference thing that I
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wrote a long time ago. Way back in time, about 2+ or so years ago, I was
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into Role-Playing Games. The best one I found eventually came to be Rifts.
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Amazingly I was the GM and I found a very successful game out of the Rifts
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world. I do believe that Kevin Siembieda is a genious! Anyway, because of
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even the mere mention of these characters I will give all rights of this
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text file away to Palladium Books and Mr. Siembieda! These are their games
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and Ideas and characters and nothing here is ours except the group HOE.
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Anyway, this file was conbobulated when I was at a time in my life
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where I had a lot more time on my hands. It's a general list of all the
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OCCs/RCCs from many of the Rift Books. I gave it to people that were
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selecting new characters so that they could review it and make the whole
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thing go overall faster instead of them paging and hunting through all the
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books. I have the Rule Book, the Conversion Book, and the first three World
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Books. I know there are later releases (such as Book 4 "Africa"), but I did
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not include them here because I didn't have the books. Enjoy.
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-*=> THE WORLD OF RIFTS RULE BOOK <=*-
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BODY FIXER O.C.C. -
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This is someone who is a doctor able to fix or heal the human body.
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They are often tough adventurers and freedom fighters dedicated to life and
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the pursuit of happiness. These are outlaws because they can offer their
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services to anyone and do not hold money has one of their motivations.
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(See Rules Book p. 71)
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BORG O.C.C. -
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This is the familiar name for a cyborg(a person surgically augmented
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with machines for the purpose of war). Although, borgs are frequently
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constructed by the Coalition there are also many mercenary borgs who can
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choose either full or partial bionic reconstruction. However, undergoing
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this operation steals part or all of a persons humanity -- Only partial
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borgs retain psionic abilities and no borg can use magic. These characters
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do however gain the advantages of bionic limbs, armor, and cybernetics.
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(See Rules Book p. 47)
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BURSTER R.C.C. -
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A psychic whose powers are in many forms of pyrokinesis. They can
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create fire out of thin air, are totally invulnerable to Fire, and manipulate
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fire in various other ways. Also, they have other Psionic powers. (See Rules
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Book p. 102)
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CITY RAT O.C.C. -
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Rats are usually young people who walk on the wild side. They crave
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fun and adventure, and are often total rebels to the government. They are
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the people who may know the underground people in the city well and are one
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of them. (See Rules Book p. 73)
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COALITION GRUNT O.C.C. -
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The grunt is the everyday infantry soldier. Generally, the soldier
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has no significant education or skills other than combat. In regard to
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combat, they are rough and ready warriors who greet the jaws of death with a
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smile. (See Rules Book p. 51)
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COALITION ELITE RPA O.C.C. -
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The Robot Power Armor (RPA) elite are specially trained pilots and
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experts in the use of power armor and robots. Because these Coalition
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soldiers are normally issued the SAMAS power armor for field operations and
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urban defense, they are known by the nickname "Sam." (See Rules Book p. 53)
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COALITION MILITARY SPECIALIST O.C.C. -
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The arts of espionage and reconnaissance are the trademarks of the
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Coalition military specialist. These guys are always officers who have
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undergone special training and cybernetic augmentation. (See Rules Book p 54)
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COALITION TECHNICAL OFFICER O.C.C. -
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These are officers who have studied in one particular field of
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expertise. They can specialize in Communications, Engineering, Technician,
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or Weapons and get advantages in these fields. (See Rules Book p. 55)
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CRAZIES O.C.C. -
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The warriors known as "Crazies" are a cross between ninja masters and
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raving lunatics. They are also brain augmented giving them incredible
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endurance, strength, and speed, as well as minor psionics and natural
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healing. However, the implantations make the character grow increasingly
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more insane over time leading to numerous insanities. (See Rules Book p. 56)
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CYBER-DOC O.C.C. -
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The Cyber-docs are the illegal owners and doctors of the "Body-Chop-Shops",
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in which you can buy cybernetics in the underground. These are outlawed by
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the Coalition and players are usually travelers and adventurers, like the
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body-Fixer. (See Rules Book p. 74)
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CYBER-KNIGHT O.C.C.-
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The Cyber-Knights are powerful heroes in every sense of the words.
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They wander the world looking for injustice and suffering and they do
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whatever they must to help the individual. They have a strict code of ethics
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the they MUST follow dealing with their lifestyle. They also possess the
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powerful Psi-Sword, a power that would normally be available to only
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Mind-Melters. (See Rules Book p. 62)
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DOG PACK R.C.C. -
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These were genetically created Dog-Humanoids that are trained to hunt
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down psionics. They are often very loyal to the Coalition, and are led by
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the Psi-Stalker. They are kind to people unless declared an "enemy" by their
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leader. (See Rules Book p. 107)
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DRAGON R.C.C. -
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Dragons are powerful creatures that live VERY long lives. They begin
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their lives as hatchlings. There are four types of dragons: Great Horned
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Dragon, Fire Dragon, Ice Dragon, and the Thunder-Lizard Dragon. Each has
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higher and lower levels of special abilities. (See Rules Book p. 97)
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GLITTER BOY O.C.C. -
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Receiving its name from its extremely reflective and glittering
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surface, Glitter Boy power armor stands ten feet tall and is completely
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environmentally independent. All standard glitter boys are equipped with a
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massive seven foot rail gun, infamously called the "Boom Gun" for its
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enormous power and deafening sound. Most Glitter Boys are soldiers in search
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of employment and a worthy cause to fight for. They find combat a thrill and
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gain satisfaction from a good fight. (See Rules Book p. 64)
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HEADHUNTER O.C.C. -
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The term "Headhunter" has come to be the designation for most human
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mercenaries and bounty hunters. These are warriors-for-hire who love a
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challenging fight and will die fighting. They are typically heavily armed
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and masters of combat complimented with cybernetics and/or bionics. (See
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Rules Book p. 66)
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JUICER O.C.C. -
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The Juicer is man's attempt at making the perfect human through
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chemical enhancement. Internal computers monitor them and chemically keep
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them at top performance giving them super endurance, strength, speed, and
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reflexes. The character acts as if he is on a constant adrenaline rush but
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is actually being constantly injected with these enhancing drugs.
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Unfortunately, the drugs will lead to an early death(up to 8 years). This
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makes the character a risk taker, having little value for his own life.
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(See Rules Book p. 68)
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LEY LINE WALKER O.C.C. -
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The Line Walker is a more traditional spell casting wizard who is
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especially attuned to ley line energy. The line walker can find ley lines
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and use them in many ways. They are often very adventurous and open-minded
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and will accept technology and magic as equally helpful things. (See Rules
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Book p. 83)
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MIND MELTER R.C.C. -
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The Mind Melters are the most powerful and feared of all psychics.
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They gain many of the SUPER powers available to Psionics and are feared by
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all who know who a mind melter is. They are often arrogant and self-centered
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because they believe they possess a great power. (See Rules Book p. 112)
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MYSTIC O.C.C. -
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Mystics are wise prophet-types, who have both magic and psionics
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because of years of study. They are prefer a "cosmic" way of live to an
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educated one. They are very attuned to their mind and aware of the
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supernatural. (See Rules Book p. 85)
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OPERATOR O.C.C. -
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The Operator is sort of a mercenary repairman. They are the
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mechanical and electrical whiz-kids, who can fix just about anything. They
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are often well accepted by everyone because of their talents and can even be
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excellent leaders. Many Operators have minor psionics that help them in
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their work. (See Rules Book p. 76)
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PSI-STALKER R.C.C. -
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These are psychics who can sense out any other psychic with tracking
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abilities. They are frequently used by the Coalition to catch Psionic
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outlaws. They are P.P.E. vampires to whomever they catch, and are very
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animalistic and out of control. Rouge Psi-Stalkers are often insane. (See
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Rules Book p. 104)
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ROBOT R.C.C. -
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Robots are each different based on the designer. They can be of many
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different intelligence levels, constructed to look in many different ways,
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and can have many different equipment, weapons, and other features. They
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are totally computer-like and artificial. (See Sourcebook One p. 94)
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ROUGE SCIENTIST O.C.C. -
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One of new Earth's greatest frontiersmen is the rouge scientist.
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They suffer from an unsatiable lust for knowledge that drives them into the
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wastelands and wilderness to rediscover their planet, and humankind's past.
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They explore and are knowledgeable about many things that come from the rifts
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and the rifts themselves. (See Rules Book p. 78)
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ROUGE SCHOLAR O.C.C. -
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These are the number one enemies of the Coalition. This is because
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they are very versatile and knowledgeable about many things and the teach
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this to others. They are always intelligent, well educated, clever and make
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great leaders. (See Rules Book p. 79)
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SHIFTER O.C.C. -
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Shifters are students of magic whose emphasis is mastery of the
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rifts, in regards to opening dimensional portals and summoning creatures
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from them. If a shifter finds and links with some supernatural forces, them
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he can be granted even more power. (See Rules Book p. 87)
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TECHNO-WIZARD O.C.C. -
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The Techno-Wizard is the most unconventional of magic users. They
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have learned how to combine magic and technology. The wizard knows how to
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direct his potential psychic energies into machines, enabling those devices
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to do strange and magical things that seem to defy science. The
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Techno-Wizard requires time to create these inventions, but can easily buy
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and use existing ones. (See Rules Book p. 89)
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WILDERNESS SCOUT O.C.C. -
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These are the masters of the wilderness. They live in the forest
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with no problem and know all the right ways to survive in any wilderness.
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They aren't totally primitive, and commonly know how to use modern weapons
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and where all the cities around are. They are often guides and explorers
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who love to explore the unknown. (See Rules Book p. 80)
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VAGABOND O.C.C. -
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This is the unskilled adventurer. After all, not everybody is
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trained for that life and the average guy wouldn't know how to use things
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other O.C.C.'s would. (See Rules Book p. 82)
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-*=> THE WORLD OF RIFTS CONVERSION BOOK <=*-
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BEARMAN R.C.C. -
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These are half-bear humanoids with incredible Physical Strength.
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They are often not very trustworthy to any other races, unless they have
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proven themselves. They have many bear-like powers and also have the ability
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to Transform into a full-sized bear. (See Conversion Book p. 84)
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BUG BEAR R.C.C. -
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These are mischievous creatures that resemble vicious teddy bears.
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They are not Fearie folk, but they have fearie-like powers, such as turning
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invisible and teleporting. They can also metamorphosis into a full-sized
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bear and are Mega-Damage creatures. (See Conversion Book p. 111)
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CANINE: COYLE R.C.C. -
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Coyles are coyote humanoids that usually dislike advanced technology
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and wish to only proliferate their people. They are excellent hunters and
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have set-up organized tribes. (See Conversion Book p. 86)
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CANINE: KANKORAN R.C.C. -
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Kankoran are fox humanoids that are simple hunters that want simple
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lives. They protect their villages fiercely and are the most open-minded of
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the Canine people. They will adopt children of any race into their tribe.
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(See Conversion Book p. 88)
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CANINE: WOLFEN R.C.C. -
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Wolfen are the largest of the Canine people and the most intelligent
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and civilized. They like advanced technology and are fierce in combat. Most
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humanoid view Wolfens as monstrous and savage, Wolfen hate this stereotype.
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(See Conversion Book p. 86)
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CENTAUR R.C.C. -
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These are the mythical half-horse/half-man creature. They are very
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fast and skilled will primitive weapons. They are usually kind and peaceful,
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however if provoked or motivated, the Centaur can be a dangerous enemy. (See
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Conversion Book p. 113)
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CHANGELING R.C.C. -
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The Changeling is an enemy to most humanoid races. They have the
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incredible ability to disguise as any humanoid life form with accuracy.
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They are usually very secretive about their abilities because being a
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Changeling easily causes distrust and paranoia. (See Conversion Book p. 89)
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CYBER-HORSEMAN R.C.C. -
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These are a strange group of Centaurs from another dimension that
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have cybernetics all over their bodies. These creatures are easily provoked
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and deadly in battle. They are great Mega-Damage creatures in addition to
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having other cybernetics and high-tech weapons. (See Conversion Book p. 114)
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DRAGON WOLF R.C.C. -
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These are wolf creatures that have features of dragons, such as
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wings. They magically can speak all languages and can transform to humanoids
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on a full moon. They are scary Mega-Damage creatures that live long lives.
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(See Conversion Book p. 118)
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DWARF R.C.C. -
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These are the famous, short and powerfully built fighters. They are
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a tinkering race, interested in being operators or Techno-Wizards to satisfy
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their urge to constantly build things. They are also have great strength and
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Endurance in battle. (See Conversion Book p. 89)
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ELF R.C.C. -
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These are tall, handsome, and arrogant humanoids. They are generally
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kind and like most other races, especially humans. They have great pride
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in what they do and are known for their cunning. (See Conversion Book p. 90)
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EANDROTH R.C.C. -
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These are reptilian type of people who have 2 levels of maturity. At
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the first 25 years of life they are small and like average humans, but as
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they mature they gain become much uglier but gain many more abilities, like
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Psionics. (See Conversion Book p. 129)
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EMERIN R.C.C. -
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These are large Cats that communicate through telepathy completely.
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Even a newborn has psionic powers of a Mind Melter. They also are cunning,
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sneaky, and Mega-Damage Creatures. They are kind and curious to any race
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they meet and will never attack first. (See Conversion Book p. 132)
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FAERIE FOLK: BOGIE R.C.C. -
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Bogies are ill-tempered and love to hurt lost travelers. They have
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insect-like bodies and are mostly found in swamps.
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(See Conversion Book p. 102)
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FAERIE FOLK: BROWNIE R.C.C. -
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This is the most friendly type of faerie. They have been known to
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follow particular individuals, secretly helping them. (See Conversion
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Book p. 103)
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FAERIE FOLK: COMMON FAERIE R.C.C. -
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These appear as handsome, small and extremely playful people. (See
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Conversion Book p. 103)
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FAERIE FOLK: OTHER FAERIE R.C.C.'s -
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Other, more rare faeries, include the Green wood (live in forests),
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the Night-elf (they are out at night), and the Silver bells (sing and dance
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all day in fields). (See Conversion Book p. 104)
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FAERIE FOLK: LEPRECHAUN R.C.C. -
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These are total con-artists and thieves. They can cause great
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troubles for fun, and keep secret lairs where they hoard LOTS of money.
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(See Conversion Book p. 105)
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FAERIE FOLK: NYMPH R.C.C. -
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These are self-proclaimed protectors of a particular area. They can
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not be physically hurt, only by magic. They are peaceful and intelligent.
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(See Conversion Book p. 105)
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FAERIE FOLK: PIXIE R.C.C. -
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There are two types of Pixies: Common and Frost (based on climate
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found in). These are very playful faeries that are very outgoing. (See
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Conversion Book p. 106)
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FAERIE FOLK: PUCK R.C.C. -
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Pucks are mean creatures, that look like devils. Their pranks are
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||
|
usually brutal or deadly. (See Conversion Book p. 106)
|
||
|
|
||
|
FAERIE FOLK: SPIGGAN R.C.C. -
|
||
|
|
||
|
These are insane, bad tempered, two-foot tall builders. They build
|
||
|
all day and night, and the reason for doing this is "Because!". (See
|
||
|
Conversion Book p. 107)
|
||
|
|
||
|
FAERIE FOLK: SPRITE R.C.C. -
|
||
|
|
||
|
There are three types of Sprites: Tree (found in trees), Water (found
|
||
|
in creeks or rivers), and Wind-Puff (Found everywhere as balls of light).
|
||
|
(See Conversion Book p. 107)
|
||
|
|
||
|
FAERIE FOLK: TOADSTOOL R.C.C. -
|
||
|
|
||
|
These are ugly and mean Faeries that hurt anyone prettier than them
|
||
|
(many things), even other faeries. They look like toads. (See Conversion
|
||
|
Book p. 108)
|
||
|
|
||
|
GARGOYLE & GURGOYLE R.C.C. -
|
||
|
|
||
|
Gargoyles are demonic-looking winged lizard men that are extremely
|
||
|
savage. They hunk in packs and don't like any other race. Gurgoyles are
|
||
|
the same, except shorter and wingless. (See Conversion Book p. 180)
|
||
|
|
||
|
GIANT: ALGOR R.C.C. -
|
||
|
|
||
|
These are the legendary Frost giants of the mountains. They are
|
||
|
incredible strong and resistant to cold and are Mega-Damage creatures.
|
||
|
They have a strong hate to all dwarfs and elves. (See Conversion Book p. 93)
|
||
|
|
||
|
GIANT: CYCLOPS R.C.C. -
|
||
|
|
||
|
Another famous giant, these have one eye and hate most non-giants.
|
||
|
They have the ability to create giant electric bolts that can be thrown like
|
||
|
spears, doing massive damage. They are fierce, minor Mega-Damage creatures.
|
||
|
(See Conversion Book p. 94)
|
||
|
|
||
|
GIANT: JOTAN R.C.C. -
|
||
|
|
||
|
The largest and most powerful giants. They are bullies and are cruel
|
||
|
to anyone weaker that they may get to be a worshipper. (See Conversion
|
||
|
Book p. 95)
|
||
|
|
||
|
GIANT: GIGANTES R.C.C. -
|
||
|
|
||
|
The Gigantes are a odd and insane type of giant, in which each born
|
||
|
is mutated in a variety of strange ways. They are powerful, minor
|
||
|
Mega-Damage creatures. They attack anything blindly with an unquenchable
|
||
|
bloodlust. And their ugly, too. (See Conversion Book p. 96)
|
||
|
|
||
|
GIANT: NIMRO R.C.C. -
|
||
|
|
||
|
These are fire giants and friendly to all giants. They are smart,
|
||
|
and organized and are almost always the leaders in a group of giants or any
|
||
|
other race. The are Mega-Damage creatures immune to heat and when alone live
|
||
|
in volcanoes. (See Conversion Book p. 98)
|
||
|
|
||
|
GOBLIN R.C.C. -
|
||
|
|
||
|
These are fast and cruel creatures that fight on instincts. They
|
||
|
dislike most races (not Orcs), and prey on the weak. (See Conversion
|
||
|
Book p. 91)
|
||
|
|
||
|
GRIMBOR R.C.C. -
|
||
|
|
||
|
These are simple-mined Ape-like men with horns. They live secluded
|
||
|
in jungles and only kill in self-defense. (See Conversion Book p. 134)
|
||
|
|
||
|
GROMEK R.C.C. -
|
||
|
|
||
|
The Gromek are demonic looking humanoids with the head of an animal.
|
||
|
They all have fangs and bat wings and are very protective of their race.
|
||
|
(See Conversion Book p. 135)
|
||
|
|
||
|
HYTRIL R.C.C. -
|
||
|
|
||
|
Hytril are kind Monkey humanoids. They are mostly found in forests
|
||
|
and are naturally fast and stealthy. They are also natural thieves and
|
||
|
con-artists. (See Conversion Book p. 139)
|
||
|
|
||
|
KILIN R.C.C. -
|
||
|
|
||
|
Kilin are wonderful to have in a group of good-hearted travelers.
|
||
|
They bring their party bonuses to all skills and fighting rolls. They look
|
||
|
like half Uni-Corns/half Dragons and have remarkable tendency to bring
|
||
|
happiness to people. (See Conversion Book p. 140)
|
||
|
|
||
|
KINNIE GER R.C.C. -
|
||
|
|
||
|
These are powerfully built men with the heads of Mountain lions.
|
||
|
They are fast hunters and very stealthy. (See Conversion Book p. 141)
|
||
|
|
||
|
LIZARD MAN R.C.C. -
|
||
|
|
||
|
Lizard men are either warriors or mages. They are a well structured
|
||
|
and organized society and have few enemies. (See Conversion Book p. 142)
|
||
|
|
||
|
MINOTAUR R.C.C. -
|
||
|
|
||
|
They are almost extinct race of men with the heads of Bulls. They
|
||
|
are minor mega-damage creatures with incredible strength, endurance, cunning,
|
||
|
and a strong will to live. (See Conversion Book p. 150)
|
||
|
|
||
|
ORC R.C.C. -
|
||
|
|
||
|
Orcs are dumb, big, slobs. They don't care much about anything
|
||
|
except fighting, money, and food. They like grouping with Goblins because
|
||
|
they are smarter but just as cruel. Orcs are also very strong. (See
|
||
|
Conversion Book p. 91)
|
||
|
|
||
|
OGRE R.C.C. -
|
||
|
|
||
|
Ogres are inherently aggressive, leading to attacks by all other
|
||
|
races. They are very much like humans, except bigger and more neanderthal
|
||
|
looking. They are strong and not that bright. (See Conversion Book p. 92)
|
||
|
|
||
|
RAHU-MAN R.C.C. -
|
||
|
|
||
|
Are powerful giants with four arms. They are stupendous fighters
|
||
|
and use all types of technology. They are considered minor psionics and have
|
||
|
incredible high I.Q. and strength. (See Conversion Book p. 152)
|
||
|
|
||
|
RATLING R.C.C. -
|
||
|
|
||
|
These are rat humanoids that are common practitioners of magic and
|
||
|
absolutely LOVE cybernetics. They are very stealthy and believe themselves
|
||
|
to be the most superior race, unfortunately they are great cowards. (See
|
||
|
Conversion Book p. 154)
|
||
|
|
||
|
SPHINX R.C.C. -
|
||
|
|
||
|
Sphinxes are powerful creatures from legends. They have Lion's
|
||
|
bodies, with Angel-like wings. They are very intelligent creatures of magic
|
||
|
and are Mega-Damage. They enjoy thinking of themselves as god-like figures.
|
||
|
(See Conversion Book p. 158)
|
||
|
|
||
|
SPIRITS OF LIGHT R.C.C. -
|
||
|
|
||
|
These are very principled workers for the elements and worshippers of
|
||
|
elementals. There are four: Cheruu (air), Seraph (fire), Ariel (earth),
|
||
|
Tharsis (water). (See Conversion Book p. 203)
|
||
|
|
||
|
SOWKI R.C.C. -
|
||
|
|
||
|
Looks like a Snake-like demon humanoid with three eyes running down
|
||
|
it's face. They are Mega-Damage creatures that are very intelligent. They
|
||
|
aren't bloodlust creatures, but they do search for powers in any way they
|
||
|
can get it. They have great Magic power and are minor psionics. (See
|
||
|
Conversion Book p. 189)
|
||
|
|
||
|
TROLL R.C.C. -
|
||
|
|
||
|
Trolls are very rare. They are cunning, intelligent and love combat.
|
||
|
They are often leaders of Orc, Ogre, or Goblin party. (See Conversion
|
||
|
Book p. 92)
|
||
|
|
||
|
WEREBEAR R.C.C. -
|
||
|
|
||
|
These may be the most powerful of the were beasts. This is because
|
||
|
of their metamorphosis into a giant bear doing massive damage to anything.
|
||
|
All were beasts are immune to most types of attacks, like vampires, but are
|
||
|
very vulnerable to silver. (See Conversion Book p. 192)
|
||
|
|
||
|
WEREJAGUAR R.C.C. -
|
||
|
|
||
|
These are instinctive enemies of Vampires and are very fast and
|
||
|
intelligent. (See Conversion Book p. 193)
|
||
|
|
||
|
WEREPANTHER R.C.C. -
|
||
|
|
||
|
These are just like the Werejaguars, except they are jet black and
|
||
|
almost all live in India. (See Conversion Book p. 195)
|
||
|
|
||
|
WERETIGER R.C.C. -
|
||
|
|
||
|
This is the second most were beast threatening to humans. They are
|
||
|
primordial predators nearly as strong as the Werebear and almost as vicious
|
||
|
as the Werewolf. They also love to drink blood. (See Conversion Book p. 193)
|
||
|
|
||
|
WEREWOLF R.C.C. -
|
||
|
|
||
|
These are the most famous and common of the Werebeasts. They seem to
|
||
|
have a vendetta against humans and will scare and attack them constantly.
|
||
|
They are the most vicious of the were beasts. (See Conversion Book p. 191)
|
||
|
|
||
|
WITCHERY O.C.C. -
|
||
|
|
||
|
This anyone who uses magic from a supernatural evil source. They
|
||
|
are usually foul, evil, and bad tempered--totally evil and out for
|
||
|
themselves. (See Conversion Book p. 55)
|
||
|
|
||
|
WARLOCK O.C.C. -
|
||
|
|
||
|
This is anyone who uses magic from an elemental intelligence, not
|
||
|
necessarily evil. Their powers are representative of whichever one or two
|
||
|
elementals they chose to worship. (See Conversion Book p. 59)
|
||
|
|
||
|
|
||
|
-*=> WORLD BOOK ONE: VAMPIRE KINGDOMS <=*-
|
||
|
|
||
|
|
||
|
CIHUACOALT/VERNULIAN R.C.C. -
|
||
|
|
||
|
These are serpent-like creatures who primarily live in Mexico. They
|
||
|
are highly intelligent and possess snake-like bodies with four arms. They
|
||
|
have a wide array of powerful robotic & weapon gadgets. They are incredible
|
||
|
fast Mega-Damage creatures hate Vampires. (See Vampire Kingdoms p.171)
|
||
|
|
||
|
DINOSAUR: BRUUTASAUR R.C.C. -
|
||
|
|
||
|
These are Mexican people who hate and never use Technology. They
|
||
|
are very big, strong, and fast, Mega-Damage creatures that have a taste for
|
||
|
human blood. (See Vampire Kingdoms p.147)
|
||
|
|
||
|
DRAGON SLAYER R.C.C. -
|
||
|
|
||
|
These are very big, tough creatures that positivly hate vampires!
|
||
|
They have a remarkable power to create energy fields that can be used for
|
||
|
protection in addition to being used to create any S.D.C. weapon into an
|
||
|
M.D.C. one! They are also, naturally very high M.D.C. creatures (See Vampire
|
||
|
Kingdoms p.150)
|
||
|
|
||
|
FLOOPER R.C.C. -
|
||
|
|
||
|
Floopers are tiny clown-creatures with big rabbit-ears. Their main
|
||
|
objectives are to keep people happy and laughing. They are masters of
|
||
|
teleporting and are are minor psychics. (See Vampire Kingdoms p.132)
|
||
|
|
||
|
KRPT R.C.C. -
|
||
|
|
||
|
Krpts are tiny gremlin-like creatures that love to cause trouble.
|
||
|
They are actually powerful magic-users and Mega-Damage creatures that are
|
||
|
rich and mean. (See Vampire Kingdoms p.150)
|
||
|
|
||
|
MUTANT CAT R.C.C. -
|
||
|
|
||
|
Mutant Cats are usually Humaniod Cats of all types creatued by Lone
|
||
|
Star Industries & the Coalition. (See Vampire Kingdoms p.61)
|
||
|
|
||
|
SHAPER R.C.C. -
|
||
|
|
||
|
Shapers are playful cousins to the Floopers. They have the very
|
||
|
unique ability to memamorpasis any part of thier body individually. You
|
||
|
could see a Rino with wings, Tiger's tail, Cat's feet, gieraf's neck, and
|
||
|
anything else all at one time. (See Vampire Kingdoms p.133)
|
||
|
|
||
|
VAMPIRE: SECONDARY R.C.C. -
|
||
|
|
||
|
Secondary Vampires are tame and less destructive. In fact, they look
|
||
|
just like humans. This is also the scary part, however, because they can
|
||
|
hide among people. (See Vampire Kingdoms p.14)
|
||
|
|
||
|
VAMPIRE: WILD R.C.C. -
|
||
|
|
||
|
Wild Vampires are untamed and firece killers. They are easily
|
||
|
identifyable and ususlly very insane. (See Vampire Kingdoms p.15)
|
||
|
|
||
|
|
||
|
-*=> WORLD BOOK TWO: ATLANTIS <=*-
|
||
|
|
||
|
|
||
|
ADAROK R.C.C. -
|
||
|
|
||
|
Basically a mountain with legs and wings. A forty foot tall demonic
|
||
|
looking creature. Looks like a mountain come to life. However, these
|
||
|
creatures are usually kind and gentle. They are pacifistic and frequently
|
||
|
vegetarian. They are high mega-damage creatures and devastating fighters
|
||
|
capable of taking on even the most powerful Glitter Boys. Also, minor magic
|
||
|
and psionics. (See Atlantis p. 69)
|
||
|
|
||
|
ATLANTEAN R.C.C. -
|
||
|
|
||
|
Physically, they are similar to humans only better! They are the
|
||
|
average citizen of Atlantis and the nemesis of vampires and Splurgoth. Minor
|
||
|
MDC creatures, they possess marks of heritage(magic tattoos). They can be
|
||
|
any O.C.C. but tend to have magic or psionics. (See Atlantis p. 15)
|
||
|
|
||
|
ATLANTEAN: NOMAD O.C.C. -
|
||
|
|
||
|
These are very similar to the True Atlantean as Wilderness Scouts,
|
||
|
however they mostly do not stay in large groups. (See Atlantis p. 17)
|
||
|
|
||
|
ATLANTEAN: STONE MASTER O.C.C. -
|
||
|
|
||
|
These are other Atlanteans who have magic in the form of molding and
|
||
|
all types of stone control. When in a pyramid, the Stone Master gains
|
||
|
incredible powers for himself and his party. They can also draw powers
|
||
|
(magic) from any gems they may possess without P.P.E. expenditure. (See
|
||
|
Atlantis p. 99)
|
||
|
|
||
|
ATLANTEAN: UNDEAD SLAYER O.C.C. -
|
||
|
|
||
|
These are yet another type of Atlantean which have made a vow to
|
||
|
destroy ALL undead. They tend travel in numbers and interdimensionally
|
||
|
hunting down all undead, especially Vampires. They are very good (like
|
||
|
Cyberknights) and have many magic Tatoos and skills of all types. (See
|
||
|
Atlantis p. 97)
|
||
|
|
||
|
BLIND WARRIOR WOMEN R.C.C. -
|
||
|
|
||
|
Commonly forced into a slave or minion life by the Splurgoth, they
|
||
|
are equipped with Bio-Wizardry devices and knowledge of the Splurgoth. They
|
||
|
also have superior Attributes (all), Psionic Powers, and are Mega-Damage
|
||
|
people. Splurgoth truly HATE rouge warrior women. (See Atlantis p. 51)
|
||
|
|
||
|
CONSERVATOR O.C.C. -
|
||
|
|
||
|
This Splurgoth chose to become a "Bio-Borg" at an early age and
|
||
|
gained many types of Bio-Wizardry and become Mega-damage creatures. They are
|
||
|
very fast and powerful and are usually evil or anarchist. Being an elite
|
||
|
group there is only a small number of Bio-borgs and any that become Rouge
|
||
|
are INSTANT enemies of the Splurgoth. (See Atlantis p. 45)
|
||
|
|
||
|
ERTA R.C.C. -
|
||
|
|
||
|
These are ugly, subterranean creatures with four arms and an
|
||
|
attitude. They have the natural ability to move through rock with just a
|
||
|
thought. They're merciless hunters with Mega-Damage. (See Atlantis p. 71)
|
||
|
|
||
|
HAWRK-DUHK R.C.C. -
|
||
|
|
||
|
These are duck-billed humanoids that resemble birds. They also
|
||
|
have peaceful bird-like lifestyles and are commonly vegetarians. In addition
|
||
|
to being Mega-Damage creatures, they also have many Psionic powers.
|
||
|
(See Atlantis p. 74)
|
||
|
|
||
|
HAWRK-KA R.C.C. -
|
||
|
|
||
|
These are bird-like humanoids like the "Duhk", except these are
|
||
|
fierce, Hawk-like Predators. They are not usually smart, however. (See
|
||
|
Atlantis p. 75)
|
||
|
|
||
|
HAWRK-OHL R.C.C. -
|
||
|
|
||
|
These are the most powerful of the Hawrk people and resemble Owls.
|
||
|
They are more predatory than the Ka, but smart. They have less Psionics
|
||
|
than the Duhk. (See Atlantis p. 76)
|
||
|
|
||
|
KITTANI R.C.C. -
|
||
|
|
||
|
You may chose to be a warrior, scientist or an Espionage type. They
|
||
|
are another minion group of the Splurgoth that are very smart. They have
|
||
|
natural inventing powers and have been known to make revolutionary gadgets
|
||
|
and weapons out of little materials. Rouges are greatly disliked by
|
||
|
Splurgoth and attacked on sight. (See Atlantis p. 52)
|
||
|
|
||
|
OVERLORD O.C.C. -
|
||
|
|
||
|
These are powerful Military Weapons MAJORLY augmented by Bio-wizardry
|
||
|
like the Bio-Borg, but instead of focusing on power and dexterity, these are
|
||
|
stronger and tougher. They are often leaders controlling slaves or
|
||
|
conducting an army. A rouge is a great enemy to the Splurgoth and will have
|
||
|
a price on their head. (See Atlantis p. 47)
|
||
|
|
||
|
POWERLORD O.C.C. -
|
||
|
|
||
|
These are like the Overlords, but have stranger bio-wizardry relating
|
||
|
to looks, appendages, and extra eyes. They usually are the leader of
|
||
|
military units for the Splurgoth with access to many technologies of the
|
||
|
Splurgoth. A rouge Powerlord will have a slaver be sent to hunt them down
|
||
|
to death. (See Atlantis p. 48)
|
||
|
|
||
|
SHAYDORIAN INTEL R.C.C. -
|
||
|
|
||
|
A bug-like humanoids, usually fanatically opposed to the Splurgoth.
|
||
|
They are Mega-Damage creatures that have a few Psionic powers, good
|
||
|
resistance to Psionics, and great dexterity. They are also natural enemies
|
||
|
to their cousins, the Spherians. (See Atlantis p. 79)
|
||
|
|
||
|
SHAYDORIAN SPHERIAN R.C.C. -
|
||
|
|
||
|
These are the stranger looking cousins to the intel. They have
|
||
|
greater Psionics than the Mind Melter and are Mega-Damage creatures, but are
|
||
|
very peaceful and fascinated by all races. (See Atlantis p. 77)
|
||
|
|
||
|
SUNAJ ASSASSIN O.C.C. -
|
||
|
|
||
|
These are really a special aberrant cult of Atlanteans that disguise
|
||
|
in insect-like armor that alters their aura to appear as if they work for
|
||
|
the Splurgoth. The Splurgoth treat the Sunaj as cheap assassins that are
|
||
|
loyal and are unaware of any political agenda. The Sunaj are very skilled
|
||
|
in combat and very Secretive. (See Atlantis p. 64)
|
||
|
|
||
|
T-MAN O.C.C. -
|
||
|
|
||
|
The Tattooed men possess tattoos given by the Splurgoth which make
|
||
|
the Mega-Damage creatures in addition to granting them many magical powers,
|
||
|
and can regenerate his P.P.E. at very fast rates. They are ex-slaves
|
||
|
(commonly) that have a strong disposition against the Splurgoth. (See
|
||
|
Atlantis p. 94)
|
||
|
|
||
|
T-MAN: T-MONSTER MAN O.C.C. -
|
||
|
|
||
|
These are T-Men that have a special emphasis on the animal and
|
||
|
monster tattoos available. These tatoos reflect their orientation toward
|
||
|
the monstrous, creating and fighting monsters. (See Atlantis p. 95)
|
||
|
|
||
|
T-MAN: MAXI-MAN O.C.C. -
|
||
|
|
||
|
These are elite T-Men that are highly war-like and hunters for the
|
||
|
Splurgoth. They are well trained in combat and are used in controlling
|
||
|
slaves. They have the most tattoos and the fewest number of skills.
|
||
|
(See Atlantis p. 95)
|
||
|
|
||
|
ZEMBAHK R.C.C. -
|
||
|
|
||
|
These are the Magic Worms that the Splurgoth have used in their
|
||
|
Bio-Wizardry devices. The are more powerful than Mind Melters, but are
|
||
|
mostly peaceful. Most people think they are disgusting because of their
|
||
|
appearance: fleshy, large, 4 foot-long worms with one large eye. (See
|
||
|
Atlantis p. 82)
|
||
|
|
||
|
|
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|
-*=> WORLD BOOK THREE: ENGLAND <=*-
|
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|
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|
||
|
CERNUN MYSTIC R.C.C. -
|
||
|
|
||
|
A.K.A Ram-Horned Serpent Men. The same abilities as the basic
|
||
|
mystic. They look like humanoid serpents with good flexibility and mind
|
||
|
control over the monstrous giants known as Gigantes. They also have
|
||
|
bio-regenerative abilities, are mega-damage creatures and have many other
|
||
|
racial abilities. (see England p.58)
|
||
|
|
||
|
CHILD OF EARTH R.C.C. -
|
||
|
|
||
|
The earth child is magically in tune with all aspects of the earth
|
||
|
and can magically transform into a mega-damage creature. Similar beliefs of
|
||
|
the druid and is an excellent wilderness scout and/or huntsman. Despite his
|
||
|
transformation into stone, the earth child has very little to do with
|
||
|
elementals or magic spells. The person can instantly become a giant stone
|
||
|
juggernaut with great strength and mystically abilities such as locating
|
||
|
water, plant ID, and animal manipulation.(see England p.51)
|
||
|
|
||
|
CHILD OF STARS R.C.C. -
|
||
|
|
||
|
The star child has similar abilities to the earth child only focusing
|
||
|
on the sun, stars, and light of all kinds. It can similarly transform into a
|
||
|
shining mega-damage creature that can be blinding and challenging. They are
|
||
|
strong, have perfect direction and time, as well as spectrum vision, and
|
||
|
blinding bolts of light. Also, have the ability to ignite fire and heal.
|
||
|
Their transportation is supplied by floating in air or speeding across any
|
||
|
distance with a shooting star effect. Also major psionic abilities.(see
|
||
|
England p.53)
|
||
|
|
||
|
CHIANG-KU DRAGON R.C.C. -
|
||
|
|
||
|
A rare dragon that is on the verge of extinction. There are very few
|
||
|
of them on rifts earth and are ancient beings of great power and ability.
|
||
|
Amazing control over metamorphosis and many have disguised among humans for
|
||
|
weeks, months, or years. They are major psionics as well as having full
|
||
|
knowledge of magic. One of their most curious abilities is their knowledge
|
||
|
of tattoo magic.(see England p.48)
|
||
|
|
||
|
DABUGGH R.C.C. -
|
||
|
|
||
|
Natural enemies of the sectle race. Dabuggh are human looking D-Bees
|
||
|
with an insect-like appendage, feature, or ability such as wings, webcasting,
|
||
|
etc. They will hide their feature from possible victims since they feed of
|
||
|
the internal organs and blood of mammals. They are aggressive, predatory,
|
||
|
territorial and driven to conquer and enslave other intelligent life forms.
|
||
|
Their other abilities include transforming into a giant insect in stressful
|
||
|
situations and insect advantages in humanoid form. (see England p.55)
|
||
|
|
||
|
DRUID: BLOOD O.C.C. -
|
||
|
|
||
|
They are members of a growing death cult in France. They believe in
|
||
|
anarchy and chaos. They use blood sacrifices including humans to gain magic
|
||
|
power. Most are assassins and masters of necromancy. They have knowledge of
|
||
|
mystic herbs, have precognition through blood sacrifice, learn about a dead
|
||
|
victim, heal and regenerate through killing, and turning dead. They are
|
||
|
evil, sinister, and probably a villain (although does not have to be)
|
||
|
(see England p.145)
|
||
|
|
||
|
DRUID: MILLENNIUM O.C.C. -
|
||
|
|
||
|
They are peace loving and have dedicated themselves to the protection
|
||
|
of all life and their sacred trees of life. They are non-fanatical
|
||
|
vegetarians and teachers. They will protect themselves when necessary but
|
||
|
will seldom fight to the death. They are constantly on the move traveling
|
||
|
from one town to another trying to spread their ways of peace. There powers
|
||
|
stem from their closeness to the trees of life and they receive visions and
|
||
|
aid from the trees.(see England p.44)
|
||
|
|
||
|
DRUID WOODLAND: DRYAD O.C.C. -
|
||
|
|
||
|
The dryad are masters of herb magic, healing, and the creation of
|
||
|
magic herbs, foods, wands and staves. Only women are taught the mystic arts
|
||
|
of the dryad. (see England p.40)
|
||
|
|
||
|
DRUID WOODLAND: FILIDH O.C.C -
|
||
|
|
||
|
Basically a druish bard. One spreads messages through words and
|
||
|
song. Upholds the druish principles of life, freedom, and nature. One
|
||
|
focuses on supernatural and healing. (see England p.39)
|
||
|
|
||
|
DRUID WOODLAND: SCATHACH O.C.C. -
|
||
|
|
||
|
Martial arts, combat skills, and physical prowess. The scathach
|
||
|
druids are both warriors and blacksmiths able to create and use magic
|
||
|
stones, iron and wood. They are also expert metal and wood workers. They
|
||
|
work with magic cauldrons of unique power as well as magically powered
|
||
|
weapons. (see England p.41)
|
||
|
|
||
|
HERBALIST O.C.C. -
|
||
|
|
||
|
Essentially this is plant master. One has total control and
|
||
|
knowledge of plants including potions and magic, weather conditions, alien
|
||
|
plant life, divining, accelerate growth and shrink plants, shape/sculpt wood
|
||
|
and trees, animate plants, chameleon, and metamorphosis into tree. (see
|
||
|
England p.22)
|
||
|
|
||
|
KNIGHT O.C.C. -
|
||
|
|
||
|
These are not like the Knights of old. Half cannot read or write
|
||
|
and most are not associated with royalty or wealth. However, they do live
|
||
|
by similar codes of chivalry and have studied combat techniques and weapons.
|
||
|
They are essentially skilled warriors with pure ideals and heroic actions.
|
||
|
(see England p.100)
|
||
|
|
||
|
|
||
|
KNIGHT OF ROYALTY O.C.C. -
|
||
|
|
||
|
They are similar to regular knights except they have more opportunity
|
||
|
to study and have better resources. (see England p.103)
|
||
|
|
||
|
MANTAZ SECTLE R.C.C. -
|
||
|
|
||
|
They are giant humanoid preying mantis' with mega-damage body armor.
|
||
|
They are not as aggressive as dabugghs even though they are not as
|
||
|
attractive. They are attacked due to their appearance but they are really
|
||
|
very trustworthy and make very good companions. They have many magic powers
|
||
|
and chemical sprays and can defend themselves very well. They are excellent
|
||
|
hunters and have many natural abilities. (see England p.57)
|
||
|
|
||
|
NEXUS KNIGHT O.C.C. -
|
||
|
|
||
|
These are knights working for the evil Mrrlyn. They claim to uphold
|
||
|
the honor code but act otherwise. They serve only Mrrlyn and are very
|
||
|
secretive. Even the King cannot order them or communicate with them very
|
||
|
well. They tend to be impulsive and have many plasma weapons to back them
|
||
|
up. They are viewed by many as an elite police force while others view them
|
||
|
as secret police using Nazi-like Gestapo tactics. (see England p.98)
|
||
|
|
||
|
TEMPORAL RAIDER R.C.C. -
|
||
|
|
||
|
The temporal raider is a supernatural monster who commands the powers
|
||
|
of dimensional travel and temporal magic. These mega-damage creatures are
|
||
|
usually very evil and have a terrible temper. The raiders are energy beings
|
||
|
that feed on the feed on the life energy of living creatures and take a
|
||
|
humanoid form. They are known to be merciless fighters and tacticians as
|
||
|
well as greedy thieves. However, despite all this they can work in a group
|
||
|
and find humanoids very interesting. (see England p.72)
|
||
|
|
||
|
TEMPORAL WARRIOR O.C.C. -
|
||
|
|
||
|
These are lesser magicians who combine temporal magic with physical
|
||
|
combat for the purpose of combat. The two temporal magicians tend to be evil
|
||
|
serving the goals of the temporal raiders and themselves. They have many
|
||
|
similar abilities as the wizard. (see England p.69)
|
||
|
|
||
|
TEMPORAL WIZARD O.C.C. -
|
||
|
|
||
|
The temporal wizard is a master manipulator of space and time. They
|
||
|
must study for long periods of time before becoming a temporal wizard and
|
||
|
even then have little control over it. Senses dimensional rifts and has the
|
||
|
ability to ley line phase. After long periods of time as a temporal wizard
|
||
|
one becomes suspicious and acquires numerous insanities.(see England p.66)
|
||
|
|
||
|
|
||
|
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
|
||
|
| Mogel-Land........2157323413 /I'm a PiG\ Paranoia Subnormal.2153395831 |
|
||
|
| Hacker Crackdown..2159451907 |H )\@_@/( P| Stellar Nights.....6108969140 |
|
||
|
| T.E.K.A.T.........9088132738 |o ( (o) ) i| Rifts is Cool......Palladium! |
|
||
|
| I Forget..........6105448001 |G <_O_> G| the NEXT generation |
|
||
|
| /<RaD-/<-/< House.8103480421 |s BuUuRP! s| of stoopid... |
|
||
|
| The Complex.......4107205305 \I'm a PiG/ |
|
||
|
|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|=-=-=-=|=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
|
||
|
Copyright (c) 1994 HoE Publications and Herbert Buchsbaum. #28 --> 11/20/94
|
||
|
All rights are Reserved by Palladium Games and Kevin Siembieda.
|